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我正在使用 Phaser 开发一个小型 JavaScript 游戏,并且我有一个在某些点改变其大小的精灵。它使用该sprite.body.setSize方法执行此操作。然而,看起来精灵在改变大小时停止与它应该碰撞的对象发生碰撞。我理解它为什么这样做,因为精灵的边界在大小变化期间处于不断变化的状态,但我担心我的用户可以利用这个问题并穿过墙壁。我不确定如何让精灵在改变大小的过程中响应碰撞。有没有办法防止这种情况?

应 Supamiu 的要求进行编辑:

这是我在游戏中尝试做的一个简单示例。此外,这里是该示例的源代码。

// Global constants
var GAME_WIDTH = 800;
var GAME_HEIGHT = 600;

var TEXT_X_POS = 150;
var TEXT_Y_POS = 50;

var PHASER_DUDE_WIDTH = 27;
var PHASER_DUDE_HEIGHT = 40;

var MASTER_WIDTH = 57;
var MASTER_HEIGHT = 77;

var SPRITE_X_POS = 200;
var SPRITE_Y_POS = 400;

var SPRITE_GRAVITY = 300;

var LEFT_VELOCITY = -300;
var RIGHT_VELOCITY = 300;
var JUMP_VELOCITY = -300;
var STOPPED = 0;

var WALL_X_POS = 500;
var WALL_Y_POS = 300;

// Global variables
var sprite;
var wall;
var cursors;

var game = new Phaser.Game(GAME_WIDTH, GAME_HEIGHT, Phaser.AUTO, "game", {preload: preload, create: create, update: update});

function preload () {
    game.load.image("master", "sprites/master.png");
    game.load.image("phaser dude", "sprites/phaser_dude.png");
    game.load.image("wall", "sprites/wall.png");
}

function create () {
    game.add.text(TEXT_X_POS, TEXT_Y_POS, "Use the cursor keys to jump and move", {fontSize: "16px", fill: "white"});

    sprite = game.add.sprite(SPRITE_X_POS, SPRITE_Y_POS, "master");
    game.physics.arcade.enable(sprite);
    sprite.body.collideWorldBounds = true;
    sprite.body.gravity.y = SPRITE_GRAVITY;

    wall = game.add.sprite(WALL_X_POS, WALL_Y_POS, "wall");
    game.physics.arcade.enable(wall);
    wall.body.immovable = true;

    cursors = game.input.keyboard.createCursorKeys();
}

function update () {
    game.physics.arcade.collide(sprite, wall);

    sprite.body.velocity.x = STOPPED;

    cursors.up.onDown.add(jump);
    if (cursors.left.isDown) {
        sprite.body.velocity.x = LEFT_VELOCITY
    }
    if (cursors.right.isDown) {
        sprite.body.velocity.x = RIGHT_VELOCITY;
    }

    if (sprite.isJumping && sprite.body.onFloor()) {
        sprite.isJumping = false;
        sprite.loadTexture("master");
        sprite.body.setSize(MASTER_WIDTH, MASTER_HEIGHT);
    }
}

function jump () {
    sprite.isJumping = true;
    sprite.body.velocity.y = JUMP_VELOCITY;

    sprite.loadTexture("phaser dude");
    sprite.body.setSize(PHASER_DUDE_WIDTH, PHASER_DUDE_HEIGHT);
}

你可以看到,如果你在精灵改变大小(和纹理)时推动墙的左侧,它可以穿过墙。

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1 回答 1

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如果您不希望用户使用此错误,如果他们试图穿过它,请让他们回到墙的开头。像这样:

U是用户|| 是一堵墙

     ||
U    ||
     ||
     ||

开始

||
|U|
||
||

哦,你正在穿墙!

  ||
U ||
  ||
  ||

U 走到墙的起点。

或者你可以让用户在你改变他的大小时无法移动

编辑:

还有两个解决方案,将带有边界系统的墙壁设置为 0 值以进行弹跳:

function create () {
    game.add.text(TEXT_X_POS, TEXT_Y_POS, "Use the cursor keys to jump and move", {fontSize: "16px", fill: "white"});

    sprite = game.add.sprite(SPRITE_X_POS, SPRITE_Y_POS, "master");
    game.physics.arcade.enable(sprite);
    sprite.body.collideWorldBounds = true;
    sprite.body.gravity.y = SPRITE_GRAVITY;

    wall = game.add.sprite(WALL_X_POS, WALL_Y_POS, "wall");
    game.physics.arcade.enable(wall);
    wall.body.immovable = true;
    //here is what i added
    wall.body.collideWorldBounds = true;
    wall.body.bounce.set(0);

    cursors = game.input.keyboard.createCursorKeys();
}

或者在你改变他的大小时使精灵身体不动:

function update () {
    game.physics.arcade.collide(sprite, wall);

    sprite.body.velocity.x = STOPPED;

    cursors.up.onDown.add(jump);
    if (cursors.left.isDown) {
        sprite.body.velocity.x = LEFT_VELOCITY
    }
    if (cursors.right.isDown) {
        sprite.body.velocity.x = RIGHT_VELOCITY;
    }
    if (sprite.isJumping && sprite.body.onFloor()) {
        sprite.isJumping = false;
        sprite.loadTexture("master");
        //Here is what i added
        sprite.body.velocity.x = STOPPED;
        sprite.body.setSize(MASTER_WIDTH, MASTER_HEIGHT);
    }
}
于 2014-10-06T09:25:00.933 回答